Tuesday, June 14, 2016

Interview with Scott Allen Czysz - Iron & Brass

Hello! Welcome back to the PNP News! This post is part of a series of interview that I'll be conducting with game designers who are participating in board game design contests on Board Game Geek. Today, I'll be interviewing Scott Allen Czysz who designed the game Iron & Brass for the 2015-16 Wargame Print and Play Contest.

Tell us a little bit about yourself and your gaming history?
Way back in the 20th century when I was in high school and college, my first introduction to serious board games were my older brother's game of Outdoor Survival, and my cousin's game of Feudal. I had a couple wargames too: PanzerBlitz, D-Day, Upfront. Then, computer games came along (Doom, Warcraft, Call of Duty). Fast forward a couple decades (to about a year and a half ago), and my son starting helping a friend re-furbish an old downtown storefront because he was going to open a game store. Soon, games starting creeping into our house: One Night - Ultimate Werewolf which led to Carcassonne, which led to Stone Age, to Shipwrights of the North Sea (still my favorite), to 7 Wonders, and on and on.

What is your favorite PNP game?
Anything by Todd Sanders. Is that a valid answer? I've only printed one of his games - the 1 page "A Wanderer in the Forest of Wyr", but I've played a few more that I purchased. "The Seeker in the Forest of Wyr" and "Mr. Cabbagehead's Garden Game" are also excellent.

How did you first discover PNP design contests?
First, I discovered Board Game Geek. Then - being an engineer and creator - I discovered the Board Game Design section of BGG. I saw a thread for a publisher's design contest, dusted off a simple card game idea I had been toying with for years, created real cards (in Powerpoint - gasp!), submitted the game, and it actually was a finalist. The game is called Talons & Teeth (the beginning of my "this & that" game titles).

Could you describe your game from a thematic point of view?
From the BGG game entry: "Welcome to the colony of Dugbirch - not a sprawling city of splendor and spires and airships, but an almost forgotten place too far away from civilization and with not enough gold to attract the city dwellers. But, just enough gold to battle over.

Two rival towns are mining gold and hiring the able bodied to build their towns into cities and their militias into capable armies.

Iron & Brass (like its inspiration, the Warcraft PC games) challenges players to select the right strategy, then execute that strategy to defeat your opponent. Hoard resources, build up defenses, build up an army, or some of each - all while your opponent is doing the same."

So, this isn't a grand civilization sized game, it's more of a small colony civil war size. It's also slightly steampunk with steam powered vehicles and "Iron Man"-like armored infantry called "Iron Infantry".



Could you describe your game from a game mechanics point of view?
Iron & Brass is a simple, 2 player "4X-1" wargame. I saw 4x-1 since there really isn't any exploring, but there is definitely expand, exploit, and exterminate. Each player starts with a small base and gets 4 actions per turn to collect resources, build their city and army, move, and attack. Each player has about 40 units to choose from, but in a typical game, because resources are limited, will probably only build 15 or so. Combat resolution uses unit strengths plus each player rolling 2D3 (actually 1,1,2,2,3,3 D6). These dice introduce just the right amount of randomness, I think.

What were your design goals with the game?
I wanted to make a game that felt like the Warcraft PC game: decide on a strategy (offense, defense, hoard resources, etc.), then execute that strategy while your opponent is doing the same thing. The tech tree is similar to Warcraft also, so the players will need to build certain structures to get armor, or motorized vehicles, for example.

How long have you been working on your game?
I think I started toying with the idea back in July 2015, and had a good workable game by December of 2015. Special shout out to Chris Hansen for playtesting the game and providing valuable feedback. Thanks.

Finish the sentence: “If you like , then you’ll probably like my game” and perhaps let us know, what the similarities and differences are.
If you like the Warcraft PC games, then you'll probably like my game. Like I said, that was my inspiration, and I think the game flow is similar: collect resources to build up a city and army (from many choices of units), defend your city, decide when and how to attack your opponent.

Note from Chris: As Scott mentioned, I was an early playtester on this game.


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Interview with Steve Ashing - Constantinople

Hello! Welcome back to the PNP News! This post is part of a series of interview that I'll be conducting with game designers who are participating in board game design contests on Board Game Geek. Today, I'll be interviewing Steve Ashing who designed the game Constantinople for the 2015-16 Wargame Print and Play Contest.

Tell us a little bit about yourself and your gaming history?
My first hobby boardgame was War of the Ring by SPI when I was a wee lad back in 1979. I've been gaming off and on ever since.

What is your favorite PNP game?
If I'm allowed an expandion - Age of Industry - Great Lakes. Otherwise, Barfight.

How did you first discover PNP design contests?
I tried a few print and play games based on them winning contests. I then looked into trying out an entry of my own, but felt too rushed and never submitted a game. When the wargame contest appeared I remembered my previous effort and decided to revive it.

Could you describe your game from a thematic point of view?
In scope Constantinople covers the full sweep of the Byzantine Empire over its thousand year history. You navigate the empire through several centuries worth of wars and internal threats and try to survive longer than actually happened.

Could you describe your game from a game mechanics point of view?
Constantinople is a states of siege style solitaire game playable in under 30 minutes. Each decades-long turn a card is drawn to unveil threats to the empire. The same card also grants you a number of actions (typically 2-4) and modifiers which you then allocate to fight wars and manage the administration of the empire. Actions are resolved by a simple die-roll compared to a difficulty number. Constantinople plays faster with practice or if the empire collapses early.



What were your design goals with the game?
My aim was to chip a small piece off the mountain of ignorance surrounding Byzantine history. I feel that the role played by the Byzantine Empire is often under-recognized relative to its impact on world history.

Here's a quick quiz question to illustrate my point: When did the Roman Empire collapse?

If you answered somewhere around the 5th Century AD then you're my target audience. Play this game and find out the real answer.

I hope that Constantinople inspires players to find out a little more about the place of the Byzantine Empire in world history.

How long have you been working on your game?
2 years off and on, mostly off. The game reached its final form mechanically before the current contest, but graphically and components-wise Ilya Kudriashov redesigned everything in March of this year (2016).

When I first started working on Constantinople, I had a mish-mash of mechanics which I'd cobbled together. I really didn't like the design at all and had put in no more than 10 hours of design effort by that point. Then I discovered States of Siege and realized it was a perfect fit. Constantinople has a much grander time scale than similar games, but all my previous efforts very quickly slotted into the States of Siege framework and Constantinople looked very close to its final form within a couple of weeks or about 8 hours dedicated work.

States of Siege is very easy to tune, by tweaking the cards to strengthen an opponent here or gain an action there. Constantinople went through a few iterations to balance it before I then built my first substantial prototypes for playtesting. I used cardmaker to build the cards and everything else I made in MS-Office and hand crafted. I then eagerly took it to several games events to try on the unsuspecting.

The feedback was lukewarm, but I hadn't tried it on any solitaire wargamers. I lost enthusiasm and shelved the game for over a year. When I saw the wargame contest, I thought I'd try my hand. The timelines were generous and the audience likely more appreciative of the subject matter, so I entered. When Ilya volunteered to revamp the design I was delighted, and feedback from the contest has been more positive than my previous playtests. The total time I've put into Constantinople could be broken down as : 20 hours concept, 24 hours design, 10 hours prototype construction, 16 hours organizing and communicating with playtesters, 16 hours contest and BGG admin - all spread out over 2 years.

I'll leave Ilya to add anything regarding the art and graphic redesign effort.

Finish the sentence: “If you like , then you’ll probably like my game” and perhaps let us know, what the similarities and differences are.
Israeli Independence

Note from Chris: I found this game to be a little more complex than Israeli Independence. In terms of complexity, I'd put it more in line with Levée en Masse.


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Interview with James Driver and Doreen Bestmann - We Stand Alone

Hello! Welcome back to the PNP News! This post is part of a series of interview that I'll be conducting with game designers who are participating in board game design contests on Board Game Geek. Today, I'll be interviewing James Driver and Doreen Bestmann who designed the game We Stand Alone for the 2016 2 Player PnP Design Contest.

Tell us a little bit about yourself and your gaming history?
I played a ton of board games as a kid and was always drawn to more complex games, although they were a lot harder to get my hands on back then! As a result, I also ended up creating a number of games myself, usually based on whatever TV series or computer game I was into at the time. I took a long break from gaming until my wife and I were living in England for a few years and looking for something different to do. We picked up a copy of Arkham Horror, and have been actively gaming pretty much weekly for the 8 years since then. We both love co-op games, but sometimes have a hard time finding ones that provide sufficiently interesting decisions to drive the joint problem-solving that we both enjoy.

What is your favorite PNP game?
We haven't played too many PNP games, but have played a ton of user-created content for existing games. We've both really enjoyed Jacob Schmidt-Madsen's scenarios for Mansions of Madness and Michael Hunter's scenarios for Eldritch Horror. We're looking forward to trying out more of the PNP games from this contest.

How did you first discover PNP design contests?
We'd created our own scenario for Eldritch Horror previously and thought we'd have a go at taking it a step further and creating our own game. In the process of doing so, we discovered the PNP community at Boardgamegeek, and as a result the design contest.

Could you describe your game from a thematic point of view?
Players take on the role of heroes defending humanity from an overwhelming horde of monsters spilling forth from tunnels under the earth, seemingly without end. We were inspired by games like Vermintide and Myth the Fallen Lords - where things never seem to get better, they just become less bad. The monsters are generally much more powerful than the heroes who must rely on skill and cunning to stand any chance of survival. We wanted to give players that experience of revealing new monsters and thinking 'Ah damn, how are we going to deal with this' - and then the satisfaction of finding a way to beat it.



Could you describe your game from a game mechanics point of view?
Players roll dice and then assign them to various skills and abilities to do damage to the enemies that appear. Rather than higher numbers being better, the results on the dice just determine your options - all dice can be used, just in different ways so players will be constantly challenged to make the best use of the resources they have available - rarely if ever will the dice prevent you from being effective, but you might have come up with different strategies depending on the outcome. As the game progresses, players purchase new skills, items or additional dice, giving them new ways to deal with the increasingly challenging enemies. Managing which enemies are engaged with which players is key, as many of the enemies are capable of one-shotting a hero if not handled effectively!

We also included mechanics that enabled players to work together by 'saving' dice that can be used by other players, or having abilities that can be activated during other players' turns, ensuring that players stay engaged even when they're not the one taking their turn - we wanted a co-op game that kept everyone involved at all times.

What were your design goals with the game?
To create a co-op game that presented challenging decisions, that required players to think together and talk together to strategise and overcome the challenges of the game, and to provide a large degree of replayability through different hero abilities and builds. And most importantly, to do all of this in a game that could be setup, played and broken down in under two hours.

How long have you been working on your game?
We only started working on it in March this year, but we put a silly number of hours into it, designing, playtesting and tweaking. I honestly have no idea how much time we spent in total. Suffice it to say it was a lot!

Finish the sentence: “If you like , then you’ll probably like my game” and perhaps let us know, what the similarities and differences are.
If you like the Lord of the Rings LCG and the decision making that comes with that, but want something that can be setup more quickly and without the deck building, then you'll probably enjoy this.



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Thursday, June 9, 2016

Interview with Lee Broderick - Maeshowe

Hello! Welcome back to the PNP News! This post is part of a series of interview that I'll be conducting with game designers who are participating in board game design contests on Board Game Geek. Today, I'll be interviewing Lee Broderick who designed the game Maeshowe for The 2016 Solitaire Print and Play Design Contest.

Tell us a little bit about yourself and your gaming history?
I'm an archaeologist with fond memories of playing games with my family growing up and who wasted many a weekend in my teens playing Hero Quest with friends. These days I spend a lot of time playing solitaire, occasionally trying to convince my partner to play games with me, and attending a local boardgame group. As I've got older, my tastes have changed from the dice-chucking glee of my youth to more Euro-type games.

What is your favorite PNP game?
Land 6

How did you first discover PNP design contests?
BGG forums

Could you describe your game from a thematic point of view?
My game is based on real historical events in Early Mediaeval Orkney and sees you play as two Viking Jarls trying to escape from a Neolithic tomb.



Could you describe your game from a game mechanics point of view?
The game involves a large amount of hand-management, whilst tokens keep track of progress and special powers.

What were your design goals with the game?
I wanted to make a simple solitaire game that lasted up to half an hour but provided some challenge in terms of strategy. I also though that the scenario leant itself to a good solitaire experience.

How long have you been working on your game?
A few months.

Finish the sentence: “If you like , then you’ll probably like my game” and perhaps let us know, what the similarities and differences are.
If you like Onirim then you might like my game. Both are essentially solitaire hand-management games. Having said that, I think my game offers more in the way of strategy and planning as well as a greater challenge. There again, I'm biased and I was also one of the few solitaire players to be disappointed by Onirim!



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Interview with Aleksandar Saranac - Dungeons of Light and Darkness

Hello! Welcome back to the PNP News! This post is part of a series of interview that I'll be conducting with game designers who are participating in board game design contests on Board Game Geek. Today, I'll be interviewing Aleksandar Saranac who designed the game Dungeons of Light and Darkness for The 2016 Solitaire Print and Play Design Contest.

Tell us a little bit about yourself and your gaming history?
I am solo gamer - playing solo bordgames, wargames and RPG. I keep the blog about my gaming that can be checked at this link: www.battreps.blogspot.com. As I have PHD in Statistical Process Control, I am the one good at designing mathematics for the games. I guaranty that my games are balanced. Graphic, on the other hand, is my week side.

What is your favorite PNP game?
I play a lot PNP games. This includes Civilization in my pocket, Inspector Moss 2: House Arrest, Micro Rome, The Lord of the Rings: The Adventure Deck Card Game, etc.

How did you first discover PNP design contests?
I can't remember. I participated at the first Solitaire PNP contest in 2011, and from then on I am entering my games to the contest every second year more or less.

Could you describe your game from a thematic point of view?
Dungeons of Light and Darkness is a dungeon crawler. Your explorer will enter ever-changing underground labyrinth in the search of the Fountain of Knowledge. Labyrinth is basically empty - there are no monster in it, no traps. But light and darkness within it play tricks on explorer's mind, enough to drive him mad and forever lost.



Could you describe your game from a game mechanics point of view?
Dungeons of Light and Darkness is push your luck dice and tiles placement game. You roll the dice and use the results rolled to place new tiles to the dungeon or to turn the light on in some dark part of the dungeon. But if the luck is not on your side, you will be left with the odd dice that will bring darkness your way, and you will have to move around or you will be forever lost in the underground.... There are some similarities to game Escape: Curse of the Temple, but only to a certain point...

What were your design goals with the game?
As I have already mentioned above, the initial idea for the game came to me after playing Escape: Curse of the Temple. Actually, I didn't like that game so I wanted to design something with the same theme and similar mechanics that will better suit the style of a game I would like to play.

How long have you been working on your game?
I started working on this game in April this year. I was able to create components rather quickly thanks to the great free on-line Pyromancers.com Dungeon Painter software. This solved my graphic knowledge issue.

Finish the sentence: “If you like , then you’ll probably like my game” and perhaps let us know, what the similarities and differences are.
Inspector Moss 2: House Arrest, winner of the 2011 contest. Theme and game-play are different, but it falls under the same dice and tiles placement mechanics.



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Interview with Orkhan Yusifov - Flag-Runner

Hello! Welcome back to the PNP News! This post is part of a series of interview that I'll be conducting with game designers who are participating in board game design contests on Board Game Geek. Today, I'll be interviewing Orkhan Yusifov who designed the game Flag-Runner for the 2016 2 Player PnP Design Contest.

Tell us a little bit about yourself and your gaming history?
By profession I am a public accountant. I have not played too many board games or PNPs and this is my first game design ever. After creating my own design, I have learned some details on PNPs and decided to participate in one of the game contests to measure the successfullness of my design and have fun.

How did you first discover PNP design contests?
After I posted my game design as a new Thread in "Looking for testers" one reviewer advised to participate in a game contest to have more visibility and game testers.

Could you describe your game from a thematic point of view?
The goal of the game is to bring the own flag from the own home block onto the rival’s home block first. While doing so, players also build temporary walls using their bricks in order to make the rival player's movements difficult and long. As they build these walls, they discover the Elements drawn by the rival players and gain additional skills or curse. The game can be played with or without the Strategy Maps which add additional strategic thinking and excitement.


Could you describe your game from a game mechanics point of view?
The game is based on rolling dice and moving on the grid in addition to strategic thinking, planning and movements.

What were your design goals with the game?
To create something that will be loved by a group of players, if not by majority. If successful, to publish for the public eventually.

How long have you been working on your game?
Four months



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Interview with Jim Bourke - Battle for Arnhem

Hello! Welcome back to the PNP News! This post is part of a series of interview that I'll be conducting with game designers who are participating in board game design contests on Board Game Geek. Today, I'll be interviewing Jim Bourke who designed the game Battle for Arnhem for the 2015-16 Wargame Print and Play Contest.

Tell us a little bit about yourself and your gaming history?
I have been playing wargames since the mid-80s. I live in Corvallis, Oregon. I am heavily involved in the R/C and "drone" hobbies with my companies, RCGroups.com and Knife Edge Software. I also fly an Extra 330 in aerobatic competitions and air shows. I have probably close to a thousand board games in my collection. I own youplay.it which many people use to play Blue Max games.

What is your favorite PNP game?
The only PNP game I've played is my own!

How did you first discover PNP design contests?
I read boardgamegeek daily.

Could you describe your game from a thematic point of view?
Battle for Arnhem is a decidedly traditional hex-and-counter wargame. The theme of the game matches the conflict: a disorganized enemy defends complicated terrain against a mobile but logistically hampered attacker.

Could you describe your game from a game mechanics point of view?
The game is traditionally of the "I go then you go" style of games. Players take turns moving their pieces. A single die is used to resolve combat. As in most wargames, units have different capabilities. Battle for Arnhem is a very easy game to learn but it takes many plays to see the correct strategies for each side.

What were your design goals with the game?
Create a complex, layered game in two pages of rules that successfully recreates the flow of the historic battle.

How long have you been working on your game?
At least five years, in various iterations.

Finish the sentence: “If you like , then you’ll probably like my game” and perhaps let us know, what the similarities and differences are.
Battle for Moscow. This lightweight wargame is a great introduction to the wargaming hobby. The similarities are that they are both lightweight wargames with a traditional rules base, but there are many differences as well. I strove to create original rules that I think make my game much more fun on subsequent plays.



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Interview with David Thompson - Castle Itter

Hello! Welcome back to the PNP News! This post is part of a series of interview that I'll be conducting with game designers who are participating in board game design contests on Board Game Geek. Today, I'll be interviewing David Thompson who designed the game Castle Itter for the 2015-16 Wargame Print and Play Contest.

Tell us a little bit about yourself and your gaming history?
Greetings. I'm an American currently living in the UK. I've always been a tabletop gamer, but grew up as an RPGer. About 8 years ago I started exploring the world of board games and set out designing one of my own - Skirmish Tactics Apocalypse. My move to the UK two years ago has been a fantastic boon to the design process, as I've joined a great group of fellow designers in Cambridge. Living in the UK has also made trips to Essen possible, which is priceless for an aspiring designer.

What is your favorite PNP game?
Wow. There are so many great ones. I suggest anyone looking for amazing PnP games head over to www.goodlittlegames.co.uk for an amazing collection of small PnP titles. My favorite among the group is probably Empire Engine or Pocket Imperium. Please don't make me choose one!

How did you first discover PNP design contests?
I joined BGG in late 2011 or early 2012 as a means of seeking out feedback and playtesters for my first design (Skirmish Tactics). In 2013 I entered the game in the 2 player design contest in the "best pre-contest game" category. Since that time I also participated in the 2014 two player contest (with Quest for the Open Tavern) and in the 2015-2016 Wargame Contest (with Castle Itter).

Could you describe your game from a thematic point of view?
Castle Itter is based on the historical Battle for Castle Itter, which was fought on 5 May 1945, in the last days of the European Theater of World War II.

In the game, you take control of a makeshift force that is defending a medieval castle, nestled in the Austrian countryside from, a Waffen-SS assault. The force consists of an American tank crew and infantrymen, Wehrmacht infantrymen, a former SS officer, French prisoners, and an Austrian resistance fighter.

The French prisoners included former prime ministers, generals and a tennis star. It may have been the only battle in the war in which Americans and Germans fought side-by-side. Popular accounts of the battle have called it the "strangest" battle of World War II.

Could you describe your game from a game mechanics point of view?
During a game of Castle Itter, you take the role of the force that defended the castle from 0400 - 1600 on 5 May 1945. The goal of the game is to last until a deck of SS cards is depleted, without allowing SS Counters to reach the castle. Additionally, you score points for each Defender that becomes a casualty - the lower your score at the end of the game, the better.

Castle Itter is divided into turns. Each turn consists of the following:
- Take five actions with Defenders
- Play three SS cards.

During each turn you take five actions with your Defenders. You can only take one action with a Defender on a turn. The actions include:

- Attack
- Suppress
- Move within a location (Free Action)
- Move to a new location
- Special Actions (Command and Escape)
- Recover
- Remove suppression

Once you have completed your five Defender actions for the turn, reveal three SS Cards from the SS deck, one at a time, resolving the effect of each one before moving to the next. After all three SS Cards have been resolved, the turn is over and the next turn begins with five new Defender actions.

There are four different categories of SS Cards, based on the card effect:

- Attacking Defenders
- Attacking a Location
- Placing SS Counters
- Suppressing Defenders

What were your design goals with the game?
I had two main goals: first, I wanted to expose players to the rich, interesting story of this little-known but very intriguing battle. Second, I wanted the game to evoke the emotional experience and tension the defenders felt when desperately defending the castle.

How long have you been working on your game?
I originally brainstormed and conceptualized Castle Itter in late 2015. However, other priorities forced me to wait until January 2016 for the initial design effort to begin.

Finish the sentence: “If you like , then you’ll probably like my game” and perhaps let us know, what the similarities and differences are.
If you like Victory Point Games' States of Siege series of games, then you’ll probably like my game. During the design process somewhere around 10 people suggested I reach out to VPG as a publisher for the design. The game deviates from the SoS in many regards, with the most obvious being the scope of the battle (Castle Itter is extremely tactical, whereas many of the SoS games are operational or strategic in scope and scale). It also introduces many mechanisms not found in the SoS series, such as suppression, new methods for introduction of adversaries, a unique action selection system, etc. However, the core concept of defending an area against an advancing enemy is one in the same.



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Interview with Eddy Sterckx - Waterloo Squares

Hello! Welcome back to the PNP News! This post is part of a series of interview that I'll be conducting with game designers who are participating in board game design contests on Board Game Geek. Today, I'll be interviewing Eddy Sterckx who designed the game Waterloo Squares for the 2015-16 Wargame Print and Play Contest.

Tell us a little bit about yourself and your gaming history?
Been a gamer all my life, discovered hex-and-counter wargaming in my teens and added it to my bag of games. Over the years I've also discovered miniature gaming, rpg's and eurogames. These days I play eurogames twice a week and a wargame about twice a month.

What is your favorite PNP game?
Well, that goes back a while as it was my first, back to the mid-eighties actually when I duplicated a game a buddy of mine had : The Russian Campaign. Back then it was impossible to get and I've kept and taken good care of my very first PnP despite buying the real game a couple of times since.

How did you first discover PNP design contests?
Saw it popup on the front page years ago. Didn't think it was anything for me because it required me to finish a design. Like most would-be designers I've got a lot of ideas, but as soon as a prototype sort-of works I tend to lose interest in it and can't be bothered putting it all into a digitally downloadable format. Until that very first Wargame PnP contest came along and I saw it as a challenge to finish a design for once. That seemed to be the push I needed and since then I've finished another game and I'm now putting the finishing touches on a third.

Could you describe your game from a thematic point of view?
Waterloo Squares is an entry-level wargame of the battle of Waterloo in 1815 between Napoleon (the French) and Wellington/Blucher (the Allies).


Could you describe your game from a game mechanics point of view?
During the game players construct and modify a deck of cards which act as a command deck for units they want to move and fight with on the board. So it's a deck-building wargame.

What were your design goals with the game?
Make a low-complexity wargame that still gives gamers a good feel of the challenges both sides faced and has a historically plausible outcome. The deck-building mechanic as first seen in A Few Acres of Snow seemed like a good fit for simulation the command and control problems generals faced in those days.

How long have you been working on your game?
Like most game designers I always have a few designs "in progress" - sometimes you get stuck with a design and it goes on the backburner for months or even years. In contrast to that Waterloo Squares came together pretty quickly, also thanks to my play-testers who seemed to like the game even in early beta.

Finish the sentence: “If you like , then you’ll probably like my game” and perhaps let us know, what the similarities and differences are.
If you like the simplicity and low-unit count of a game like Manoeuvre combined with the deck-building / order delay mechanic of A Few Acres of Snow, you'll like this game. And it's free too :)



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Interview with Charles Ward - HAZE ISLANDS

Hello! Welcome back to the PNP News! This post is part of a series of interview that I'll be conducting with game designers who are participating in board game design contests on Board Game Geek. Today, I'll be interviewing Charles Ward who designed the game HAZE ISLANDS for the 2016 2 Player PnP Design Contest.

Tell us a little bit about yourself and your gaming history?
Playing games does give me a brain workout, but instead of feeling fatigue I'm all the more inspired and stimulated. On the other hand, designing games is much more challenging. It's a different kind of brain work out and allows me to be creative with the design (look and function) of the game. Finally, self-publishing my creations puts me in a different mindset all together. I have to keep a cool head to think out and execute a business like plan. But emotionally, I get to see people enjoying my game, and also see my games fail miserably in the video review department. It's interesting to see my ego being boosted and bruised. In the end, we really don't need egos.

What is your favorite PNP game?
I love simple, abstract strategy games like Autumn, Seeker 9, Murder's Row and hard games like Land 6, Farlander...

How did you first discover PNP design contests?
In 2013 I found myself making things that looked like games to improve the English classes I teach here in Japan. That lead me to research more about games, which took me to BGG and the PNP contests. It has been a real pleasure to rediscover games and see how they have changed since my childhood. With a son of my own now, I'm slowly growing a collection to enjoy with friends and family.

Could you describe your game from a thematic point of view?
HAZE ISLANDS is a pirate game. You are the captain of a ship and crew, and your goal is infamy. There are many adventures to be had, they will give your the reputation you are looking for. But there is danger. Other pirates might attack you when your ship is low on crew to steal your hold and put you out of the race. Then there is The Doom, a creature unknown, that strikes at night growing stronger as the week goes on. Kill it or run away. No time to waste.

Could you describe your game from a game mechanics point of view?
Players (1-3) use a deck of map cards to take actions (such as sail, scout new islands, deploy pirates, raid for resources, complete adventures). Most of the cards start in the first players draw deck, as the first player discards them, they are passed to the next player draw deck. So as a round progresses, everyone will use approximately the same number of cards.

However, cards are used to form the locations. So the more locations you explore, the less cards there are to go round. When the cards run out the round ends and The Doom increases in strength and attacks the nearest player. Each time The Doom can travel further, so players like to explore, but that thins out the deck making the rounds shorter. Also having cards in hand reduced the deck.

Players are also in a race to complete adventure with cards from their hands and pirate crew they deployed (worker placement). There is a risk that they wont come back until you need them, so if someone takes the adventure you require, your pirate wont be able to come back until you need to spend that resource. Also, pirate tokens are hit points that you can take if The Doom attacks you.

All this mayhem and yet there is no player elimination, instead there are role changes. If you are sunk by a player you become a castaway looking to poach another player's ship. If you are sunk by The Doom you become a Ghost Ship and can hinder other players and help The Doom attack them, giving you a chance to revive your ship and break the spell you are in.

The Solo, Friendly, Competitive, and Cooperative modes, a 54 card build, a 20-60 minute playtime, some gorgeous art, an awesome rulebook, and the swashbuckling theme make HAZE ISLANDS a nice little game.


What were your design goals with the game?
My design goals for the game were to improve upon the last attempt (HAZE CITY) at designing a game where "you need something to solve a problem at a location before time runs out". The added tension of The Doom, the player interaction of the semi-shared deck, and the special actions have all been added as the design took shape.

Second to this I wanted to make the game publishable with AMAZING art and an AMAZING rulebook.

How long have you been working on your game?
HAZE CITY started in October 2015, so I guess that would be the start date for HAZE ISLANDS too since it borrows a lot from the innovative card design. The idea was to create a grid of cards, but since the cards are not square you would combine 2 cards to form a square. Part of the bottom card was covered so you could modify the quest/event/resource at that location with that one card by rotating or flipping it, offering 4 possible changes (2 per card side).

Finish the sentence: “If you like , then you’ll probably like my game” and perhaps let us know, what the similarities and differences are.
If you like Zombie in my Pocket but want to have a lot more meat on your bone, then you’ll probably like my game. I guess, at a stretch, 1 game of Zombie in my Pocket is 1 round of the 6 rounds of HAZE ISLANDS, then multiply that by 3 players. You are going to need a pocket 18 times bigger for this game.



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Wednesday, June 8, 2016

Interview with Desmond Meraz - Designer of The Fool's Journey

Hello! Welcome back to the PNP News! This post is part of a series of interview that I'll be conducting with game designers who are participating in board game design contests on Board Game Geek. Today, I'll be interviewing Desmond Meraz who designed the game The Fool's Journey for The 2016 Solitaire Print and Play Design Contest.

Tell us a little bit about yourself and your gaming history?
"I have primarily been an avid enthusiast of the abstract strategy board game Go since 1998. I was originally exposed to the game through its depiction in Darren Aronofsky's first major film, Pi. I was captivated by its aesthetics and visited game stores in the hopes of locating a copy. I eventually found a flimsy cardboard set with tiny ceramic stones and proceeded to teach myself and a friend how to play after chancing upon a copy of Kaoru Iwamoto's book "Go for Beginners" in a thrift store. Intimidated by the use of a handicap, my friend eventually lost interest as my skill at the game improved through frequent study and practice. I continued to read Go books, acquire higher quality traditional game equipment, play via online Go servers, and created the infrequent Shusaku Go Club which I periodically reestablish when I move to a new city. Over the years I have come to appreciate the therapeutic value of Go and teach the game to clients during group and individual counseling sessions. I have also recorded my impressions of the symbolism and spiritual possibilities of the game in an essay entitled "The Way of Go." Within the last year, I have gradually started to broaden my gaming horizons after becoming smitten with the iOS game Card Crawl by Arnold and Weibke Rauers. Arnold listed among his influences Scoundrel by Kurt Bieg and Zach Gage, Donsol by John Eternal, and Royal Assassin Solitaire by Mark Brown. I immediately began to track down these and similar games and my inquires repeatedly sent me to the Boardgamegeek site as the principal repository for all things gaming related.

What is your favorite PNP game?
My favorite PNP game that actually uses printed components is Dice of Arkham by Mads L. Brynnum. I have a history of appreciation of H. P. Lovecraft's stories and these serve as the setting for a very compact and enjoyable experience. I originally started collecting dice just to be able to play this game. It also served as a springboard to the appreciation of other PNP games with similar mechanics. I would love to see someone apply this formula to Robert Chamber's Carcosa Mythos which was one of the precursors to and primary influences upon the Cthulhu Mythos. I may just have to try my hand at crafting one myself.

How did you first discover PNP design contests?
While searching for playing card games similar to Card Crawl, I found that many of them emerged from the Print and Play design contests. I gained increasing exposure to the contests while scouring the boards for weeks and collecting my findings in the "Thematic PNP Solitaire Card Games" geeklist. This activity also exposed me to dice games and I soon proceeded to make a similar investigation and compile my findings in the "Thematic PNP Solitaire Dice Games" list. The enthusiasm and friendliness of the participants (as of the Boardgamegeek community in general) was infectious and it soon became evident to me that I too wanted to participate in one of these events.

Could you describe your game from a thematic point of view?
The Fool's Journey makes use of a complete deck of Tarot cards. It takes its theme (and name) from a common motif built into the deck itself. In addition to the four suits similar to the standard deck of playing cards, there are 21 numbered and one unnumbered trump cards featuring evocative and highly symbolic images. The unnumbered trump is named the Fool and it traditionally depicts a disheveled vagabond traveling with a bindle dressed after the fashion of a court jester. There is a lengthy precedent within the history of the Tarot cards for interpreting the trumps as representations of various stages in a spiritual journey or adventure undertaken by the Fool.

Could you describe your game from a game mechanics point of view?
Mechanically, it is a straightforward dungeon crawler in which the swords are weapons, batons are shields, cups are potions, coins are gold, royals are allies, and trumps are monsters. Aces could represent spells. The dungeon crawling mechanics are transposed very naturally into the adventure theme. The central element is the identification of the trump cards with the stages or "challenges" of the journey. In the adventure motif, the Fool must use his volition or will-power (swords), interior reserves of strength (batons), and vitality (cups) to overcome challenges (trumps) while taking risks (aces) and accumulating the wisdom of experience (coins) to make use of mysterious helpers (royals). A subtle thematic element is additionally incorporated into the gameplay layout which is divided into past, present, and future after the manner of the use of the Tarot cards as a fortune-telling or divinatory device.



What were your design goals with the game?
My design goals were to incorporate all of the cards of the deck, create something that was balanced and beatable, and utilize the native properties of the deck as much as possible. Although certain games such as Scoundrel seem to achieve the height of elegance with only a selection of cards from the standard deck, I have always found this limitation somewhat disappointing and so planned on using the entire deck from the very beginning.

Making the game balanced and beatable is still an ongoing project. Achieving balance in a game with random elements seems to be part planning and part luck. The initial planning involved doing some basic mathematical calculations to determine what kind of mechanisms would be needed to bridge the gap between the value of the Challenges and the Fool’s limited resources. I settled for incorporating special properties into the Aces and Royals for shuffling (essentially postponing difficult challenges) and doubling in order to bridge the value gap. Using a currency to purchase the latter feature simultaneously tempers it while increasing the importance of strategic choices. So far I am receiving positive feedback on the win/loss ratio showing that the game is challenging while still being achievable.

Finally, I also tried to incorporate the native values and properties of the cards as much as possible in order to keep the game simple and intuitive and also to retain a semblance of the feel of traditional Patience games.

How long have you been working on your game?
I first conceived of the game very suddenly one evening in early February of 2016. I did my initial calculations the following day and developed the mechanics of the Chance, Wisdom, and Helper cards the day after that. I have been slowly refining the rules to account for different situations as they arise during gameplay ever since that initial creative impulse.

Finish the sentence: "If you like , then you’ll probably like my game” and perhaps let us know, what the similarities and differences are.
If you like Scoundrel, Donsol, and Card Crawl, then you will probably like my game. These three games served as the primary inspiration for The Fool's Journey. They are all based on variations of the use of a standard deck of playing cards with a dungeon crawling theme and mechanic. Scoundrel uses only a selection of numbered cards from three suits associated with potions, weapons, and monsters. Donsol uses all 54 cards associated with potions, shields, and monsters. Card Crawl uses a highly modified deck of 54 cards including a selection of numbered cards from four suits of potions, coins, swords, and shields, and additional cards representing monsters and spells. All of these games play out in four card rounds.

Mechanically, The Fool's Journey is most similar to Card Crawl. My original impetus for creating the game was the desire to play Card Crawl with a physical deck of cards. I had the thought of using the tarot trumps as monsters and the basic mechanics and theme seemed to correlate naturally to the native values and properties of the deck. The main differences between the two are the theme, type of deck, the use of all cards in the Fool's Journey, and the use of special cards. The primary aim of Card Crawl is to accumulate gold which serves as the score and may be used to buy a variety of special cards each with unique functions that may be incorporated into future games. The aim of The Fool's journey is to complete all challenges and it makes use of only two special card functions, reshuffling and doubling, the latter of which requires coins to implement during play.

Overall, each of these games is very unique while applying its own idiosyncratic variation of a similar mechanic. I am very pleased with the result of The Fool's Journey and made an effort to notify the designers of these other games prior to entering it into the contest to let them know that their work and creativity served as my primary inspiration and that I intended to make that fact well-known. They all provided positive and encouraging responses. It is especially satisfying to learn that the designers of my favorite games are also genuinely nice and friendly people.



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Interview with Niklas Hook - Designer of Moogh

Welcome to the first in a series of interview that I'll be conducting with game designers who are participating in board game design contests on Board Game Geek. Today, I'll be interviewing Niklas Hook who designed the game Moogh for the The 2016 9-Card Nanogame PnP Design Contest.

Tell us a little bit about yourself and your gaming history?
I have a background in design and advertising. I been involved in a lot of online entertainment/gamification projects. I always loved games but only jumped at designing them about 2 years ago. I have never published a game. but participated in a couple of bgg contests. Also with Fools of the feas for the 18 card and Childrens game design contest.

What is your favorite PNP game?
I don't have much experience with PnP - but I loved the PnP of Secret Hitler before it was released.

How did you first discover PNP design contests?
I came from BGDF.com where I only participated in 500 words game contests. It lead me to the Bgg. I never tried PnP before.

Could you describe your game from a thematic point of view?
I think theme was the main driver in the development of this game. I was probably influenced by the ads of ubisofts prehistoric game (primal fear?) which I did not try yet. I unfolded the historic theory about either puching Mammoths off a clif or driving the up against a cliff in prehistoric hunting.



Could you describe your game from a game mechanics point of view?
The mechanics evolved from the competition rules. Using very few components. I wanted a coop experience where you need to corporate but when you do you always give your opponent an advantage - making it hard to actually win. Also the AI of the Moogh is predictable - like the cavemen are so experienced in hunting that they have a feeling of the Mammoths actions.

What were your design goals with the game?
I'm not sure I remember anymore. I think to capture the feeling of trying to down a wild and BIG beast.

How long have you been working on your game?
4 months or so? I started the competition with another game I am less proud of (but am planning to improve.)

Finish the sentence: “If you like , then you’ll probably like my game” and perhaps let us know, what the similarities and differences are.
umm I have no idea. maybe Colt Express - in a tiny scale. Very thematic and players who like slight control but find it funny when things go crazy by randomness..



Thanks for reading! For more interviews with game designers, please subscribe to the blog!

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